It is up to material (and pawn) table look up
code to know where the per-thread tables are,
so change API to reflect this.
Also some comment fixing while there
No functional change.
-#include <cstring> // For memset
+#include <cstring> // For std::memset
#include "bitboard.h"
#include "bitcount.h"
#include "bitboard.h"
#include "bitcount.h"
struct EndgameBase {
virtual ~EndgameBase() {}
struct EndgameBase {
virtual ~EndgameBase() {}
- virtual Color color() const = 0;
+ virtual Color strong_side() const = 0;
virtual T operator()(const Position&) const = 0;
};
virtual T operator()(const Position&) const = 0;
};
struct Endgame : public EndgameBase<T> {
explicit Endgame(Color c) : strongSide(c), weakSide(~c) {}
struct Endgame : public EndgameBase<T> {
explicit Endgame(Color c) : strongSide(c), weakSide(~c) {}
- Color color() const { return strongSide; }
+ Color strong_side() const { return strongSide; }
T operator()(const Position&) const;
private:
T operator()(const Position&) const;
private:
#include <algorithm>
#include <cassert>
#include <algorithm>
#include <cassert>
+#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>
#include <iomanip>
#include <sstream>
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
EvalInfo ei;
Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
EvalInfo ei;
Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
- Thread* thisThread = pos.this_thread();
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables).
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables).
score = pos.psq_score();
// Probe the material hash table
score = pos.psq_score();
// Probe the material hash table
- ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
+ ei.mi = Material::probe(pos);
score += ei.mi->imbalance();
// If we have a specialized evaluation function for the current material
score += ei.mi->imbalance();
// If we have a specialized evaluation function for the current material
return ei.mi->evaluate(pos);
// Probe the pawn hash table
return ei.mi->evaluate(pos);
// Probe the pawn hash table
- ei.pi = Pawns::probe(pos, thisThread->pawnsTable);
+ ei.pi = Pawns::probe(pos);
score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]);
// Initialize attack and king safety bitboards
score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]);
// Initialize attack and king safety bitboards
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#include <algorithm> // For std::min
+#include <algorithm> // For std::min
+#include <cstring> // For std::memset
// pair pawn knight bishop rook queen
const int Linear[6] = { 1852, -162, -1122, -183, 249, -154 };
// pair pawn knight bishop rook queen
const int Linear[6] = { 1852, -162, -1122, -183, 249, -154 };
- const int QuadraticSameSide[][PIECE_TYPE_NB] = {
+ const int QuadraticOurs[][PIECE_TYPE_NB] = {
// OUR PIECES
// pair pawn knight bishop rook queen
{ 0 }, // Bishop pair
// OUR PIECES
// pair pawn knight bishop rook queen
{ 0 }, // Bishop pair
{-177, 25, 129, 142, -137, 0 } // Queen
};
{-177, 25, 129, 142, -137, 0 } // Queen
};
- const int QuadraticOppositeSide[][PIECE_TYPE_NB] = {
+ const int QuadraticTheirs[][PIECE_TYPE_NB] = {
// THEIR PIECES
// pair pawn knight bishop rook queen
{ 0 }, // Bishop pair
// THEIR PIECES
// pair pawn knight bishop rook queen
{ 0 }, // Bishop pair
// Endgame evaluation and scaling functions are accessed directly and not through
// the function maps because they correspond to more than one material hash key.
// Endgame evaluation and scaling functions are accessed directly and not through
// the function maps because they correspond to more than one material hash key.
- Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
+ Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) };
Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) };
Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) };
Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) };
int v = Linear[pt1];
for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
int v = Linear[pt1];
for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
- v += QuadraticSameSide[pt1][pt2] * pieceCount[Us][pt2]
- + QuadraticOppositeSide[pt1][pt2] * pieceCount[Them][pt2];
+ v += QuadraticOurs[pt1][pt2] * pieceCount[Us][pt2]
+ + QuadraticTheirs[pt1][pt2] * pieceCount[Them][pt2];
bonus += pieceCount[Us][pt1] * v;
}
bonus += pieceCount[Us][pt1] * v;
}
-/// Material::probe() takes a position object as input, looks up a MaterialEntry
-/// object, and returns a pointer to it. If the material configuration is not
-/// already present in the table, it is computed and stored there, so we don't
-/// have to recompute everything when the same material configuration occurs again.
+/// Material::probe() looks up the current position's material configuration in
+/// the material hash table. It returns a pointer to the Entry if the position
+/// is found. Otherwise a new Entry is computed and stored there, so we don't
+/// have to recompute all when the same material configuration occurs again.
-Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
+Entry* probe(const Position& pos) {
Key key = pos.material_key();
Key key = pos.material_key();
- Entry* e = entries[key];
+ Entry* e = pos.this_thread()->materialTable[key];
- // If e->key matches the position's material hash key, it means that we
- // have analysed this material configuration before, and we can simply
- // return the information we found the last time instead of recomputing it.
if (e->key == key)
return e;
if (e->key == key)
return e;
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
// for a generic one if the previous search failed.
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
// for a generic one if the previous search failed.
- if (endgames.probe(key, e->evaluationFunction))
+ if (pos.this_thread()->endgames.probe(key, e->evaluationFunction))
return e;
if (is_KXK<WHITE>(pos))
return e;
if (is_KXK<WHITE>(pos))
- // OK, we didn't find any special evaluation function for the current
- // material configuration. Is there a suitable scaling function?
- //
- // We face problems when there are several conflicting applicable
- // scaling functions and we need to decide which one to use.
+ // OK, we didn't find any special evaluation function for the current material
+ // configuration. Is there a suitable specialized scaling function?
EndgameBase<ScaleFactor>* sf;
EndgameBase<ScaleFactor>* sf;
- if (endgames.probe(key, sf))
+ if (pos.this_thread()->endgames.probe(key, sf))
- e->scalingFunction[sf->color()] = sf;
+ e->scalingFunction[sf->strong_side()] = sf; // Only strong color assigned
- // Generic scaling functions that refer to more than one material
- // distribution. They should be probed after the specialized ones.
- // Note that these ones don't return after setting the function.
+ // We didn't find any specialized scaling function, so fall back on generic
+ // ones that refer to more than one material distribution. Note that in this
+ // case we don't return after setting the function.
if (is_KBPsKs<WHITE>(pos))
e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
if (is_KBPsKs<WHITE>(pos))
e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
- if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN))
+ if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN)) // Only pawns on the board
{
if (!pos.count<PAWN>(BLACK))
{
assert(pos.count<PAWN>(WHITE) >= 2);
{
if (!pos.count<PAWN>(BLACK))
{
assert(pos.count<PAWN>(WHITE) >= 2);
e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (!pos.count<PAWN>(WHITE))
{
assert(pos.count<PAWN>(BLACK) >= 2);
e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (!pos.count<PAWN>(WHITE))
{
assert(pos.count<PAWN>(BLACK) >= 2);
e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
}
else if (pos.count<PAWN>(WHITE) == 1 && pos.count<PAWN>(BLACK) == 1)
e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
}
else if (pos.count<PAWN>(WHITE) == 1 && pos.count<PAWN>(BLACK) == 1)
- // No pawns makes it difficult to win, even with a material advantage. This
- // catches some trivial draws like KK, KBK and KNK and gives a very drawish
- // scale factor for cases such as KRKBP and KmmKm (except for KBBKN).
+ // Zero or just one pawn makes it difficult to win, even with a small material
+ // advantage. This catches some trivial draws like KK, KBK and KNK and gives a
+ // drawish scale factor for cases such as KRKBP and KmmKm (except for KBBKN).
if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
- e->factor[WHITE] = uint8_t(npm_w < RookValueMg ? SCALE_FACTOR_DRAW : npm_b <= BishopValueMg ? 4 : 12);
+ e->factor[WHITE] = uint8_t(npm_w < RookValueMg ? SCALE_FACTOR_DRAW :
+ npm_b <= BishopValueMg ? 4 : 12);
if (!pos.count<PAWN>(BLACK) && npm_b - npm_w <= BishopValueMg)
if (!pos.count<PAWN>(BLACK) && npm_b - npm_w <= BishopValueMg)
- e->factor[BLACK] = uint8_t(npm_b < RookValueMg ? SCALE_FACTOR_DRAW : npm_w <= BishopValueMg ? 4 : 12);
+ e->factor[BLACK] = uint8_t(npm_b < RookValueMg ? SCALE_FACTOR_DRAW :
+ npm_w <= BishopValueMg ? 4 : 12);
if (pos.count<PAWN>(WHITE) == 1 && npm_w - npm_b <= BishopValueMg)
e->factor[WHITE] = (uint8_t) SCALE_FACTOR_ONEPAWN;
if (pos.count<PAWN>(WHITE) == 1 && npm_w - npm_b <= BishopValueMg)
e->factor[WHITE] = (uint8_t) SCALE_FACTOR_ONEPAWN;
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
// for the bishop pair "extended piece", which allows us to be more flexible
// in defining bishop pair bonuses.
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
// for the bishop pair "extended piece", which allows us to be more flexible
// in defining bishop pair bonuses.
- const int pieceCount[COLOR_NB][PIECE_TYPE_NB] = {
+ const int PieceCount[COLOR_NB][PIECE_TYPE_NB] = {
{ pos.count<BISHOP>(WHITE) > 1, pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE),
pos.count<BISHOP>(WHITE) , pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) },
{ pos.count<BISHOP>(BLACK) > 1, pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK),
pos.count<BISHOP>(BLACK) , pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } };
{ pos.count<BISHOP>(WHITE) > 1, pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE),
pos.count<BISHOP>(WHITE) , pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) },
{ pos.count<BISHOP>(BLACK) > 1, pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK),
pos.count<BISHOP>(BLACK) , pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } };
- e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
+ e->value = int16_t((imbalance<WHITE>(PieceCount) - imbalance<BLACK>(PieceCount)) / 16);
/// Material::Entry contains various information about a material configuration.
/// It contains a material imbalance evaluation, a function pointer to a special
/// endgame evaluation function (which in most cases is NULL, meaning that the
/// Material::Entry contains various information about a material configuration.
/// It contains a material imbalance evaluation, a function pointer to a special
/// endgame evaluation function (which in most cases is NULL, meaning that the
-/// standard evaluation function will be used), and "scale factors".
+/// standard evaluation function will be used), and scale factors.
-/// The scale factors are used to scale the evaluation score up or down.
-/// For instance, in KRB vs KR endgames, the score is scaled down by a factor
-/// of 4, which will result in scores of absolute value less than one pawn.
+/// The scale factors are used to scale the evaluation score up or down. For
+/// instance, in KRB vs KR endgames, the score is scaled down by a factor of 4,
+/// which will result in scores of absolute value less than one pawn.
bool specialized_eval_exists() const { return evaluationFunction != NULL; }
Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
bool specialized_eval_exists() const { return evaluationFunction != NULL; }
Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
- // scale_factor takes a position and a color as input, and returns a scale factor
- // for the given color. We have to provide the position in addition to the color,
- // because the scale factor need not be a constant: It can also be a function
- // which should be applied to the position. For instance, in KBP vs K endgames,
- // a scaling function for draws with rook pawns and wrong-colored bishops.
-
+ // scale_factor takes a position and a color as input and returns a scale factor
+ // for the given color. We have to provide the position in addition to the color
+ // because the scale factor may also be a function which should be applied to
+ // the position. For instance, in KBP vs K endgames, the scaling function looks
+ // for rook pawns and wrong-colored bishops.
ScaleFactor scale_factor(const Position& pos, Color c) const {
return !scalingFunction[c] || (*scalingFunction[c])(pos) == SCALE_FACTOR_NONE
ScaleFactor scale_factor(const Position& pos, Color c) const {
return !scalingFunction[c] || (*scalingFunction[c])(pos) == SCALE_FACTOR_NONE
int16_t value;
uint8_t factor[COLOR_NB];
EndgameBase<Value>* evaluationFunction;
int16_t value;
uint8_t factor[COLOR_NB];
EndgameBase<Value>* evaluationFunction;
- EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB];
+ EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB]; // Could be one for each
+ // side (e.g. KPKP, KBPsKs)
Phase gamePhase;
};
typedef HashTable<Entry, 8192> Table;
Phase gamePhase;
};
typedef HashTable<Entry, 8192> Table;
-Entry* probe(const Position& pos, Table& entries, Endgames& endgames);
+Entry* probe(const Position& pos);
#include "bitcount.h"
#include "pawns.h"
#include "position.h"
#include "bitcount.h"
#include "pawns.h"
#include "position.h"
-/// init() initializes some tables used by evaluation. Instead of hard-coded
-/// tables, when makes sense, we prefer to calculate them with a formula to
-/// reduce independent parameters and to allow easier tuning and better insight.
+/// Pawns::init() initializes some tables needed by evaluation. Instead of using
+/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
+/// to reduce independent parameters and to allow easier tuning and better insight.
-/// probe() takes a position as input, computes a Entry object, and returns a
-/// pointer to it. The result is also stored in a hash table, so we don't have
-/// to recompute everything when the same pawn structure occurs again.
+/// Pawns::probe() looks up the current position's pawns configuration in
+/// the pawns hash table. It returns a pointer to the Entry if the position
+/// is found. Otherwise a new Entry is computed and stored there, so we don't
+/// have to recompute all when the same pawns configuration occurs again.
-Entry* probe(const Position& pos, Table& entries) {
+Entry* probe(const Position& pos) {
Key key = pos.pawn_key();
Key key = pos.pawn_key();
- Entry* e = entries[key];
+ Entry* e = pos.this_thread()->pawnsTable[key];
if (e->key == key)
return e;
if (e->key == key)
return e;
typedef HashTable<Entry, 16384> Table;
void init();
typedef HashTable<Entry, 16384> Table;
void init();
-Entry* probe(const Position& pos, Table& entries);
+Entry* probe(const Position& pos);
#include <algorithm>
#include <cassert>
#include <algorithm>
#include <cassert>
+#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>
#include <iomanip>
#include <sstream>
#include <algorithm>
#include <cassert>
#include <cmath>
#include <algorithm>
#include <cassert>
#include <cmath>
+#include <cstring> // For std::memset
#include <iostream>
#include <sstream>
#include <iostream>
#include <sstream>
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include <cstring> // For std::memset
#include <iostream>
#include "bitboard.h"
#include <iostream>
#include "bitboard.h"